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Artificial Intelligence in Unreal Engine 5

You're reading from   Artificial Intelligence in Unreal Engine 5 Unleash the power of AI for next-gen game development with UE5 by using Blueprints and C++

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Product type Paperback
Published in Oct 2024
Publisher Packt
ISBN-13 9781836205852
Length 358 pages
Edition 1st Edition
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Author (1):
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Marco Secchi Marco Secchi
Author Profile Icon Marco Secchi
Marco Secchi
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Table of Contents (22) Chapters Close

Preface 1. Part 1: Introducing Artificial Intelligence in Games FREE CHAPTER
2. Chapter 1: Getting Started with AI Game Development 3. Chapter 2: Introducing the Unreal Engine AI System 4. Part 2: Understanding the Navigation System
5. Chapter 3: Presenting the Unreal Engine Navigation System 6. Chapter 4: Setting Up a Navigation Mesh 7. Chapter 5: Improving Agent Navigation 8. Chapter 6: Optimizing the Navigation System 9. Part 3: Working with Decision Making
10. Chapter 7: Introducing Behavior Trees 11. Chapter 8: Setting Up a Behavior Tree 12. Chapter 9: Extending Behavior Trees 13. Chapter 10: Improving Agents with the Perception System 14. Chapter 11: Understanding the Environment Query System 15. Part 4: Exploring Advanced Topics
16. Chapter 12: Using Hierarchical State Machines with State Trees 17. Chapter 13: Implementing Data-Oriented Calculations with Mass 18. Chapter 14: Implementing Interactable Elements with Smart Objects 19. Index 20. Other Books You May Enjoy Appendix – Understanding C++ in Unreal Engine

Introducing the Mass framework

The Mass framework is a data-oriented system created for managing high-performance computations on extensive collections of entities. As you already know, in Unreal Engine, the traditional approach involves using actors and components to create level objects. This approach offers great flexibility for combining logic within actors, but as the project grows larger, it often results in data inconsistencies that lead to performance issues. For example, consider a large online multiplayer game where different AI agents can perform various actions based on complex logic. Initially, this flexibility allows developers to easily implement features such as character interactions and item trading with minimal constraints. However, as more characters and interactions are added, inconsistencies with data updates across the network can arise.

Mass, on the other hand, employs a data-oriented design framework that offers an alternative data storage method to separate...

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